var warp, actor;
if (global.control != -1)
{
for (n = 0; n < ds_list_size(global.team); n += 1)
{
if (global.warp_last[0] != -1)
{
warp = ds_map_find_value(global.warp,global.warp_last[0]);
switch (global.warp_last[1])
{
case 0:
actor = team_member_create_actor(warp.x,warp.collision[0].y-32,ds_list_find_value(global.team,n));
break;
case 1:
case 2:
actor = team_member_create_actor(warp.x,warp.y-16,ds_list_find_value(global.team,n));
break;
}
actor.character_direction = (((actor.x < (room_width/2))*2)-1);
}
else
{
if (instance_exists(obj_startpoint) == true)
{
team_member_create_actor(obj_startpoint.x,obj_startpoint.y,ds_list_find_value(global.team,n));
}
else
{
team_member_create_actor(16,16,ds_list_find_value(global.team,n));
}
}
}
}
room_speed = 60;
